Gen General Discussion Thread: Theory Fighter!

Uhm it is supposed to be loose, I assume you’re not familiar with Sanwa arcade parts? That is what makes them so great, you have 100% movement precision, same with the buttons.

i know it suppose to be loose. i gotten a lot better with my inputs and yea my parts are sanwa. im just saying if you are new to stick it going to take awhile to get use to it.

Perhaps you should give Seimitsu a try? Sanwa parts are excellent but I just do not like the extreme sensitivity. So I switched to a Seimitsu LS-56. Stiff joystick, more resistance. Perfect for me, very comfortable.

add another spring to your Sanwa if it’s too loose.

yea that what a Honda player we have in Oklahoma did to his stick. it was really nice and tight, but it was still sensitive enough to do the moves with out any trouble. very nice

hmmm i might try that out and maybe i try to get a oct gate. since i was really new to arcade stick i dont have any experience with different setups for it. i

I’m actually thinking about going back to square gate.

keep in mind that if unless you get it dual modded, you may have to borrow a stick if the tourney is on a system you dont have a stick for. and square gate is the standard equipment

are there any moves that Gen can wiff and be safe as to bait an apponent into jumping and stuff. Looking at the hit box data, i dont see any moves that he can wiff that will change where he get hit. I hope i was reading it right… any one care to help and explain it abit better.

At the moment i’ve been using PPP cr.mp to wiff to bait jumpins so i can anti air them. It works sometimes. But it seems to work better as a poke to stick out just incase your apponent decides to rush in.

if you have been using your pokes like you are supposed to, just whiffing jabs and shorts should be enough movement to trigger a response

I always related wiffing jabs and shorts to shoto’s as they have really good anti-airs. Why would this help gen?

i mean… should i be wiffing moves to bait stuff??

definitely^^

I agree. Baiting with whiffed pokes triggers reversals. This is great because Gen has some amazing supers and ultras which can punish most things!

The more reversals you bait, the more you train your opponent to sit their and take gens block strings…which opens up more metre building and more kara throw oppurtunities for you from block strings.

Anyone else working on Gen’s Kara? I’m finding it more useful.

same here imo without his kara throw mixup would be retartedly limited/not that much of a threat. people start to crouchtech you frametrap with hp ~ hands and super/ultra that bitch… if i only could come up with crossup ogas after kara throw but the timing seems to be way to strict and pending on character…

hmm maybe theyll add karathrow with even more range to crane aswell in AE :stuck_out_tongue: :angel:

is it safe to say anything that is -3 on block can be punished with a 3 frame move??..

I was looking at PPP HP data (-3 on block / recovery 17). So my interpritation is this move is safe to use on characters that dont have a 3 frame move…? that right?..

On the other hand what i see is 17 frame recovery… is that considered slow and punishable??

it COULD be punished (by players with turbobuttons on and mashing dp) but most likely it wont. also if you cancel into hands its safe.

it really depends on whether or not your opponent is looking for the move to punnish, and how long they have to think about the punnish. range also factors in because dps dont have a ton of horizontal range

for instance, all the rolls are -3 on block, but if you do jab roll, it may only hit twice, and your opponent wont have a bunch of time to think. but if you do a fierce roll, it’ll hit like 7 times or whatever, and the whole time your opponent can think about how they want to react

for the most part pokes done at max range are safe as long as you dont over use the same one

I’ve been using it since I picked him up. It’s totally worth using. If you use the Mantis s.MP one I find it’s better. One time I was playing someone and we had a bad connection and the s.MP came out with no kara throw and I stuffed one of his attacks. So for that scenario it worked in my favor. I probably just got lucky.

See this was my point with the whole Gekiro kicks. Sure sometimes going for pure damage is the way to go. But sometimes you need to out smart your opponent and mix it up. When you use Gekiro you give them time to regain their composure and come up with a game plan. If you use resets once in a while it doesn’t give them a whole lot of time to figure something out and you can keep the pressure on them.

gen’s kara throw is a really good and useful tool, the best version i think it would be the sMK while holding backward on the stick… simply because his back throw has more range than his front throw… and its a REALLY good kara throw, second only to ken’s and maybe vega’s

I’ve tested both and maybe I’m doing it wrong, but it seems like both work the same.